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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 04, 2024, 06:51:50 pm »
there is no possibility for `.sh` file, as this is BASH script not binary, OXCE can only be binary.
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Added. The OP is now officially full.cannibale your next post for rest of list :>
Hmm, should I make a new thread, or is there some moderator/administrator ability to reorder posts (probably not)?
Let me rephrase the famous quote: this is one small commit for a developer, one giant push for the community. I started literally from hating C++ and especially C++ pointers with passion, I was only moved by how awesome XPZ was and that I wanted to add some features, because I felt that they were missing.Yes, longer you work with code base then better your code is.
In my fork, my commit history and repository looked like a nightmare, as my code changes. All stupid questions like "what std::vector<int> does?" were forwarded to ChatGPT. You've pointed out my mistakes, just as Meridian done. And the more I looked at the original code and how organized it, the more I tried to follow the suit. I've seen how documented code is via comments - so I tried to document all my code changes just as well.
Then you pointed out about my repository and I started to google how to operate it in more precise manner in order to reorganize it and eventually I reorganized it into "single commit = single feature" approach, so it will be easy to see what exact code changes are related to that feature. And thanks to the vehicles/soldiers capacity commit as modifiable stats that Meridian rewrote - I've better understood the correct way to code on C++ and what mistakes I've done.
It all started with small steps for me with a nearly zero C++ coding experience (I avoided it due to the pointers). And now I frown at C# references, because in C++ you clearly can define if something is an object or a pointer to the object.
It all depends whether people are willing to learn, or will they whine at somebody else that "lots of OXCE features are underdeveloped" - I chose the former and rewrote some features a couple of times already and I don't regret it in the slightest. If anything, I'm thankful that I had chance to learn from code written by people with experience.
Then there were Y-Scripts, which I discovered quite late. It took some time to understand how to use it, but later I found that very many things can be handled via Y-Scripts. By the way, it does remind me a simplified version of assembly (the 'command/function var1 var2' part) that doesn't use CPU instructions sets and instead uses rather precise variables and functions (that are exposed to Y-Script).Yes, it was nearly literary assembly like language before I start push it further.
Now the on topic question itself. Since you're saying that it is possible to tweak costs of the items via Y-Script - what hook should I use for it (which one you'd use)? Because I already have a couple ideas, such as better connections to the merchants/country/service that reduce items cost.It not possible now, this is possible feature I consider. Plan would be adding `buyItemPrice` and `sellItemPrice`, at first it would have only access to item rule object and save game but next could be added current base too.